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Description

The system was somewhat like Dungeons & Dragons with character classes and levels. Classes available included Animist (Cleric), Bard, Fighter, Mage, Ranger and Scout (Rogue). The system departed in having a highly detailed combat and magic system.

In the MERP game system, attributes are rating between 0 and 100, and skills can surpass these limits (under 0 or over 100). An attack roll would consist of a percentile roll + skill rating + attribute rating - target's dodge rating. This result was looked up on a table against the victim's armor type (leather/plate). Most hits in combat would cause a 'critical' which would be rolled and looked up on separate tables. For some, these criticals are quite entertaining due to their variety and creativeness, but for others the task of adding and subtracting high numbers and then consulting a table is the height of roll-playing, not role-playing.

Spell casters had the unique advantage in MERP that they learned lists of 10 spells (1 per level) as a unit. Once a character learned the Healing list, he would be able to cast increasingly better healing spells as his level increased.